Files
bamort/frontend/src/components/maintenance/WeaponView.vue
T
Bardioc26 95f0fc0b7a editing and maintenance and user suggestions
* every user has a right of a username and a display name and has the right to change it
* System information page now shows information about database user count, char count, and database schema version
* more maintenance lists
* show the right values in columns and fields
* move similar from inside of frontend component functions to utility js when used multiple times
* display help on mouse over
* add more than one believe to character
* make char name editable with better char info in headline
* GiT Gifttoleranz value not calculated correctly
* Bump backend to 0.2.3, frontend to 0.2.2
2026-02-03 17:21:43 +01:00

525 lines
20 KiB
Vue

<template>
<div class="header-section">
<h2>{{ $t('maintenance') }}</h2>
<!-- Add search input -->
<div class="search-box">
<input
type="text"
v-model="searchTerm"
:placeholder="`${$t('search')} ${$t('Weapons')}...`"
/>
</div>
</div>
<div class="cd-view">
<div class="cd-list">
<!-- Filter Row -->
<div class="filter-row">
<div class="filter-item">
<label>{{ $t('weapon.skillrequired') }}:</label>
<select v-model="filterSkillRequired">
<option value="">{{ $t('all') || 'All' }}</option>
<option v-for="skill in availableSkillsRequired" :key="skill" :value="skill">{{ skill }}</option>
</select>
</div>
<div class="filter-item">
<label>{{ $t('weapon.damage') }}:</label>
<select v-model="filterDamage">
<option value="">{{ $t('all') || 'All' }}</option>
<option v-for="dmg in availableDamages" :key="dmg" :value="dmg">{{ dmg }}</option>
</select>
</div>
<div class="filter-item">
<label>{{ $t('weapon.rangenear') }}:</label>
<select v-model="filterRangeNear">
<option value="">{{ $t('all') || 'All' }}</option>
<option v-for="range in availableRangesNear" :key="range" :value="range">{{ range }}</option>
</select>
</div>
<div class="filter-item">
<label>{{ $t('weapon.rangemiddle') }}:</label>
<select v-model="filterRangeMiddle">
<option value="">{{ $t('all') || 'All' }}</option>
<option v-for="range in availableRangesMiddle" :key="range" :value="range">{{ range }}</option>
</select>
</div>
<div class="filter-item">
<label>{{ $t('weapon.rangefar') }}:</label>
<select v-model="filterRangeFar">
<option value="">{{ $t('all') || 'All' }}</option>
<option v-for="range in availableRangesFar" :key="range" :value="range">{{ range }}</option>
</select>
</div>
<div class="filter-item">
<label>{{ $t('weapon.quelle') }}:</label>
<select v-model="filterQuelle">
<option value="">{{ $t('all') || 'All' }}</option>
<option v-for="quelle in availableQuellen" :key="quelle" :value="quelle">{{ quelle }}</option>
</select>
</div>
<button @click="clearFilters" class="btn-clear-filters">{{ $t('clearFilters') || 'Clear Filters' }}</button>
</div>
<div class="tables-container">
<table class="cd-table">
<thead>
<tr>
<th class="cd-table-header">{{ $t('weapon.id') }}</th>
<!-- <th class="cd-table-header">{{ $t('weapon.category') }}<button @click="sortBy('category')">-{{ sortField === 'category' ? (sortAsc ? '' : '') : '' }}</button></th> -->
<th class="cd-table-header">{{ $t('weapon.name') }} <button @click="sortBy('name')">-{{ sortField === 'name' ? (sortAsc ? '' : '') : '' }}</button></th>
<th class="cd-table-header">{{ $t('weapon.skillrequired') || 'Skill Required' }}</th>
<th class="cd-table-header">{{ $t('weapon.weight') }}</th>
<th class="cd-table-header">{{ $t('weapon.value') }}</th>
<th class="cd-table-header">{{ $t('weapon.damage') }}</th>
<th class="cd-table-header">{{ $t('weapon.rangenear') || 'Range Near' }}</th>
<th class="cd-table-header">{{ $t('weapon.rangemiddle') || 'Range Middle' }}</th>
<th class="cd-table-header">{{ $t('weapon.rangefar') || 'Range Far' }}</th>
<th class="cd-table-header">{{ $t('weapon.description') }}</th>
<th class="cd-table-header">{{ $t('weapon.quelle') }}</th>
<th class="cd-table-header">{{ $t('weapon.personal_item') }}</th>
<th class="cd-table-header">{{ $t('weapon.system') }}</th>
<th class="cd-table-header"> </th>
</tr>
</thead>
<tbody>
<template v-for="(dtaItem, index) in filteredAndSortedWeaponss" :key="dtaItem.id">
<tr v-if="editingIndex !== index">
<td>{{ dtaItem.id || '' }}</td>
<td>{{ dtaItem.name || '-' }}</td>
<td>{{ dtaItem.skill_required || '-' }}</td>
<td>{{ dtaItem.gewicht || '-' }}</td>
<td>{{ dtaItem.wert || '-' }}</td>
<td>{{ dtaItem.damage || '-' }}</td>
<td>{{ dtaItem.range_near || '-' }}</td>
<td>{{ dtaItem.range_middle || '-' }}</td>
<td>{{ dtaItem.range_far || '-' }}</td>
<td>{{ dtaItem.beschreibung || '-' }}</td>
<td>{{ formatQuelle(dtaItem) }}</td>
<td><input type="checkbox" :checked="dtaItem.personal_item" disabled /></td>
<td>{{ getSystemCodeById(dtaItem.game_system_id, dtaItem.system || 'midgard') }}</td>
<td>
<button @click="startEdit(index)">Edit</button>
</td>
</tr>
<!-- Edit Mode -->
<tr v-else>
<td><input v-model="editedItem.id" style="width:20px;" disabled /></td>
<td colspan="11">
<!-- Expanded edit form -->
<div class="edit-form">
<div class="edit-row">
<div class="edit-field">
<label>{{ $t('weapon.name') }}:</label>
<input v-model="editedItem.name" />
</div>
<div class="edit-field">
<label>{{ $t('weapon.skillrequired') || 'Skill Required' }}:</label>
<input v-model="editedItem.skill_required" style="width:150px;" />
</div>
<div class="edit-field">
<label>{{ $t('weapon.weight') }}:</label>
<input v-model.number="editedItem.gewicht" type="number" style="width:80px;" />
</div>
<div class="edit-field">
<label>{{ $t('weapon.value') }}:</label>
<input v-model="editedItem.wert" style="width:100px;" />
</div>
</div>
<div class="edit-row">
<div class="edit-field">
<label>{{ $t('weapon.damage') }}:</label>
<input v-model="editedItem.damage" style="width:100px;" />
</div>
<div class="edit-field">
<label>{{ $t('weapon.rangenear') || 'Range Near' }}:</label>
<input v-model.number="editedItem.range_near" type="number" style="width:80px;" />
</div>
<div class="edit-field">
<label>{{ $t('weapon.rangemiddle') || 'Range Middle' }}:</label>
<input v-model.number="editedItem.range_middle" type="number" style="width:80px;" />
</div>
<div class="edit-field">
<label>{{ $t('weapon.rangefar') || 'Range Far' }}:</label>
<input v-model.number="editedItem.range_far" type="number" style="width:80px;" />
</div>
</div>
<div class="edit-row">
<div class="edit-field">
<label>{{ $t('weapon.bonusskill') || 'Bonus' }}:</label>
<select v-model="editedItem.bonuseigenschaft" style="width:80px;">
<option value="">-</option>
<option value="St">St</option>
<option value="Gs">Gs</option>
<option value="Gw">Gw</option>
<option value="Ko">Ko</option>
<option value="In">In</option>
<option value="Zt">Zt</option>
<option value="Au">Au</option>
<option value="pA">pA</option>
<option value="Wk">Wk</option>
<option value="B">B</option>
</select>
</div>
<div class="edit-field">
<label>{{ $t('weapon.personal_item') }}:</label>
<input type="checkbox" v-model="editedItem.personal_item" />
</div>
</div>
<div class="edit-row">
<div class="edit-field full-width">
<label>{{ $t('weapon.description') }}:</label>
<input v-model="editedItem.beschreibung" />
</div>
</div>
<div class="edit-row">
<div class="edit-field">
<label>{{ $t('weapon.quelle') }}:</label>
<select v-model="editedItem.sourceCode" style="width:100px;">
<option value="">-</option>
<option v-for="source in availableSources" :key="source.code" :value="source.code">
{{ source.code }}
</option>
</select>
</div>
<div class="edit-field">
<label>{{ $t('weapon.page') || 'Page' }}:</label>
<input v-model.number="editedItem.page_number" type="number" style="width:60px;" />
</div>
<div class="edit-field">
<label>{{ $t('weapon.system') }}:</label>
<select v-model.number="selectedSystemId" style="width:140px;">
<option value="">-</option>
<option v-for="system in systemOptions" :key="system.id" :value="system.id">
{{ system.label }}
</option>
</select>
</div>
</div>
<div class="edit-actions">
<button @click="saveEdit(index)" class="btn-save">Save</button>
<button @click="cancelEdit" class="btn-cancel">Cancel</button>
</div>
</div>
</td>
</tr>
</template>
</tbody>
</table>
</div>
</div> <!--- end cd-list-->
</div> <!--- end character -datasheet-->
</template>
<!-- <style scoped> -->
<style>
.header-section {
display: flex;
justify-content: space-between;
align-items: center;
margin-bottom: 0.3rem;
height: fit-content;
padding: 0.5rem;
}
.search-box {
margin-bottom: 1rem;
}
.search-box input {
padding: 0.2rem;
width: 200px;
border: 1px solid #ddd;
border-radius: 4px;
}
.tables-container {
display: flex;
gap: 1rem;
width: 100%;
}
.table-wrapper-left {
flex: 6;
min-width: 0; /* Prevent table from overflowing */
}
.table-wrapper-right {
flex: 4;
min-width: 0; /* Prevent table from overflowing */
}
.cd-table {
width: 100%;
}
.cd-table-header {
background-color: #1da766;
font-weight: bold;
}
</style>
<script>
import API from '../../utils/api'
import {
findSystemIdByCode,
getSourceCode,
getSystemCodeById,
loadGameSystems as fetchGameSystems,
buildSystemOptions,
} from '../../utils/maintenanceGameSystems'
export default {
name: "WeaponView",
props: {
mdata: {
type: Object,
required: true,
default: () => ({
weaponss: [],
weaponscategories: []
})
}
},
data() {
return {
searchTerm: '',
sortField: 'name',
sortAsc: true,
editingIndex: -1,
editedItem: null,
filterSkillRequired: '',
filterDamage: '',
filterRangeNear: '',
filterRangeMiddle: '',
filterRangeFar: '',
filterQuelle: '',
enhancedWeapons: [],
availableSources: [],
gameSystems: [],
selectedSystemId: null
}
},
async created() {
await Promise.all([
this.loadGameSystems(),
this.loadEnhancedWeapons()
])
},
computed: {
availableSkillsRequired() {
const skills = new Set()
this.enhancedWeapons.forEach(w => {
if (w.skill_required) skills.add(w.skill_required)
})
return Array.from(skills).sort()
},
availableDamages() {
const damages = new Set()
this.enhancedWeapons.forEach(w => {
if (w.damage) damages.add(w.damage)
})
return Array.from(damages).sort()
},
availableRangesNear() {
const ranges = new Set()
this.enhancedWeapons.forEach(w => {
if (w.range_near !== null && w.range_near !== undefined) ranges.add(w.range_near)
})
return Array.from(ranges).sort((a, b) => a - b)
},
availableRangesMiddle() {
const ranges = new Set()
this.enhancedWeapons.forEach(w => {
if (w.range_middle !== null && w.range_middle !== undefined) ranges.add(w.range_middle)
})
return Array.from(ranges).sort((a, b) => a - b)
},
availableRangesFar() {
const ranges = new Set()
this.enhancedWeapons.forEach(w => {
if (w.range_far !== null && w.range_far !== undefined) ranges.add(w.range_far)
})
return Array.from(ranges).sort((a, b) => a - b)
},
availableQuellen() {
const quellen = new Set()
this.enhancedWeapons.forEach(w => {
if (w.source_id && this.availableSources.length > 0) {
const source = this.availableSources.find(s => s.id === w.source_id)
if (source) {
quellen.add(source.code)
}
}
})
return Array.from(quellen).sort()
},
filteredAndSortedWeaponss() {
let filtered = [...this.enhancedWeapons]
// Apply search filter
if (this.searchTerm) {
const searchLower = this.searchTerm.toLowerCase()
filtered = filtered.filter(w =>
w.name?.toLowerCase().includes(searchLower) ||
w.skill_required?.toLowerCase().includes(searchLower)
)
}
// Apply skill_required filter
if (this.filterSkillRequired) {
filtered = filtered.filter(w => w.skill_required === this.filterSkillRequired)
}
// Apply damage filter
if (this.filterDamage) {
filtered = filtered.filter(w => w.damage === this.filterDamage)
}
// Apply range_near filter
if (this.filterRangeNear !== '') {
filtered = filtered.filter(w => w.range_near === this.filterRangeNear)
}
// Apply range_middle filter
if (this.filterRangeMiddle !== '') {
filtered = filtered.filter(w => w.range_middle === this.filterRangeMiddle)
}
// Apply range_far filter
if (this.filterRangeFar !== '') {
filtered = filtered.filter(w => w.range_far === this.filterRangeFar)
}
// Apply Quelle filter (only by source code, ignoring page number)
if (this.filterQuelle) {
filtered = filtered.filter(w => {
if (w.source_id && this.availableSources.length > 0) {
const source = this.availableSources.find(s => s.id === w.source_id)
return source && source.code === this.filterQuelle
}
return false
})
}
// Apply sorting
filtered.sort((a, b) => {
const aValue = (a[this.sortField] || '').toString().toLowerCase()
const bValue = (b[this.sortField] || '').toString().toLowerCase()
return this.sortAsc ? aValue.localeCompare(bValue) : bValue.localeCompare(aValue)
})
return filtered
},
systemOptions() {
return buildSystemOptions(this.gameSystems)
}
},
methods: {
async loadGameSystems() {
try {
this.gameSystems = await fetchGameSystems()
} catch (error) {
console.error('Failed to load game systems:', error)
}
},
async loadEnhancedWeapons() {
try {
const response = await API.get('/api/maintenance/weapons-enhanced')
this.enhancedWeapons = response.data.weapons || []
this.availableSources = response.data.sources || []
} catch (error) {
console.error('Failed to load enhanced weapons:', error)
}
},
startEdit(index) {
const weapon = this.filteredAndSortedWeaponss[index]
this.editedItem = {
...weapon,
sourceCode: this.getSourceCode(weapon.source_id)
}
this.selectedSystemId = weapon.game_system_id ?? this.findSystemIdByCode(weapon.system)
this.editingIndex = index
},
async saveEdit(index) {
try {
// Find source ID from code
const source = this.availableSources.find(s => s.code === this.editedItem.sourceCode)
const selectedSystem = this.gameSystems.find(gs => gs.id === this.selectedSystemId)
const updateData = {
...this.editedItem,
source_id: source ? source.id : null,
page_number: this.editedItem.page_number || 0,
system: selectedSystem ? selectedSystem.code : (this.editedItem.system || ''),
game_system_id: selectedSystem ? selectedSystem.id : (this.editedItem.game_system_id ?? null)
}
const response = await API.put(
`/api/maintenance/weapons-enhanced/${this.editedItem.id}`,
updateData
)
// Update the weapon in the list using splice for proper reactivity
const weaponIndex = this.enhancedWeapons.findIndex(w => w.id === this.editedItem.id)
if (weaponIndex !== -1) {
this.enhancedWeapons.splice(weaponIndex, 1, response.data)
}
this.editingIndex = -1
this.editedItem = null
this.selectedSystemId = null
} catch (error) {
console.error('Failed to save weapon:', error)
alert('Failed to save weapon: ' + (error.response?.data?.error || error.message))
}
},
cancelEdit() {
this.editingIndex = -1
this.editedItem = null
this.selectedSystemId = null
},
findSystemIdByCode(code) {
return findSystemIdByCode(this.gameSystems, code)
},
sortBy(field) {
if (this.sortField === field) {
this.sortAsc = !this.sortAsc
} else {
this.sortField = field
this.sortAsc = true
}
},
formatQuelle(weapon) {
if (weapon.source_id && this.availableSources.length > 0) {
const source = this.availableSources.find(s => s.id === weapon.source_id)
if (source) {
if (weapon.page_number) {
return `${source.code}:${weapon.page_number}`
} else {
// No page number - show code and quelle if available
const quelle = weapon.quelle ? ` (${weapon.quelle})` : ''
return `${source.code}${quelle}`
}
}
}
return weapon.quelle || '-'
},
getSourceCode(sourceId) {
return getSourceCode(this.availableSources, sourceId)
},
getSystemCodeById(systemId, fallback = '') {
return getSystemCodeById(this.gameSystems, systemId, fallback)
},
clearFilters() {
this.searchTerm = ''
this.filterSkillRequired = ''
this.filterDamage = ''
this.filterRangeNear = ''
this.filterRangeMiddle = ''
this.filterRangeFar = ''
this.filterQuelle = ''
}
}
};
</script>